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- 1 Crashing/System
- 2 Gameplay
- 3 Blocks
- 4 Items
- 5 World Generator
- 6 Mobs/NPCs/Animals
- 7 Graphical/Lighting
- 8 Sounds
- 9 Menus
- 10 In-Game Interfaces/HUD
- 11 Chat/Commands
- 12 Language/Text Files
- 13 References
[!] [MP] when you 'open to LAN' your game, server binds socket to localhost,(as it is first interface when you invoke 'ifconfig' ?) making it impossible for other people to connect to your server -- klulukasz at gmail.com
[!] Despite being listed as fixed, the problem with chunks failing to load around a nether portal and players falling out of the world (or suffocating inside solid blocks after reconnecting) still exists. This seems to happen consistently with certain portals and not at all with others. I've also seen a similar issue with the area around spawn not loading when I respawned after dying. I observed this in SMP with both a 1.3.1 server and client; it would be good to hear if anyone else is also still experiencing the problem. 18.104.22.168 06:58, 31 July 2012 (UTC)
- We've seen the same happen a few times a day, we cant find the cause though.
- on my server it seams to only happen with a single portal that is 4 blocks from 0,0 and only seams to happen while entering the nether. happens 100% of the time tested. may not be the same for everyone but figured I would mention it. --Mag0ca 23:44, 31 July 2012
- I've been having this same issue repeatedly on seed 887724024, especially around the X:-55,Z:-11 area... (UTC)
- Happens to me as well. Perhaps the bug should be removed from the list of fixed bugs on the summary? Moleculor 02:34, 1 August 2012 (UTC)
- Just encountered this myself. World was created waaaay back in 1.0pre5. Made first trip to Nether while running 1.3.1pre, single player game. Game crashed upon first entry to Nether, crashed again upon trying to load the world again. Closed out, started it up again, loaded Nether fine, but was stuck in wall. Got out of wall using MCEdit, re-entered Nether, and got "disconnected" from the single player server after about a minute of walking around in the Nether. Client is vanilla except for latest TMI mod. --Mrkorb 12:42, 1 August 2012 (UTC)
[!] [SP] Redstone circuits using repeaters have almost halved in distance from 1.2.5. A total line length of 280 blocks used to be achieved now its down to around 170 blocks. If standing at one end and circuit is activated, a repeater around the 120 block mark will not respond and will remain off. Ive tried many times and it reaches far less than in 1.2.5. Try it your self in 1.2.5 and then 1.3 before saying this is expected, ive made this flat world with a long distance line to show exactly what i mean "" --- Chris 16:51, 31 July 2012 (UTC)
- Well, I've tried with 1.2.5: There is no difference to 1.3.x, as far as I remember there never more than 21x21 active chunks. See the history of Chunk, even a version of that page of November 2011 (Version 1.9beta !) writes about the active-10-chunks-around-the-player-radius. Did you probably increase the chunk radius to 15 (--> 16 x 16 = 256 blocks) ? I just can repeat what I've said to 1.3pre:
- That behaviour is (nearly) as expected: Read Chunk: In multiplayer mode, a grid with a default radius of 10 (for a total of 21x21 or 441 chunks) is loaded around each player. That means you can have a maximum of 11 chunks active in one direction = 11 * 16 = 176 blocks. --22.214.171.124 10:38, 30 July 2012 (UTC)
- The chunks are loading as in my actual world I can see buildings in the distance where the signal isnt reaching to, please try the world i provided as i said. i really dont want to but I may have to make a youtube video demostrating this. The world i provided clearly reaches the 280 block mark in 1.2.5. --- Chris 19:25, 31 July 2012 (UTC)
- Again my question: Did you probably increase the chunk radius to 15 ? --126.96.36.199 13:28, 31 July 2012 (UTC)
- And where have I said im talking about multiplayer? No this is single player, the radius cant be increased. --- Chris 1:24, 1 August 2012 (UTC)
- Well, you didn't. I did always test in MP (I never play SP), now things are clearer. I've tagged the bug with SP. --188.8.131.52 07:20, 1 August 2012 (UTC)
[!] [Su] When traveling in a boat, sometimes if you strike the shore too hard while in flowing water (not yet tested with still water), the boat will not break, but instead the player will be instantly killed by fall damage ("[Player name] hit the ground too hard.") --Pteprocks 02:06, 31 July 2012 (UTC)
[!] [Su] When traveling in a boat, sometimes after leaving the boat you cannot enter it again and cannot break it, causing you to be totally stranded in the middle of the ocean. Also here: --Phonascus 06:54, 31 July 2012 (UTC)
[X] When standing in water that flows in north/southbound direction and touching a wall at the same time, player loses health. Can potentially kill an idling player. Game says "X suffocated in a wall" when the bug kills you. Video here: -- bionik at gmail.com
- This glitch was already present in the preview 1.3 184.108.40.206 14:41, 30 July 2012 (UTC)
- I've observed this several times though hadn't noticed the direction thing. This has also happened to me on dry land once for no apparent reason. Additionally I've had problems when battling slimes and have taken apparently suffocation damage caused by them. ---Jovet 09:46, 31 July 2012 (UTC)
[X] If you teleport far far away (like x=30 000 000), you might appear there in no-clip. The blocks won't behave correctly, and there won't be any ore underground. 220.127.116.11 08:25, 31 July 2012 (UTC)
- That's called the Far lands. Dinnerbone has left his opinion on them [ here]; it's not exactly worth fixing as you have a 30,000,000x30,000,000 playable world already, and you need cheats to get out that far. It used to be only around 12,000,000x12,000,000 before the terrain turned to pure chaos, and the noclipping past 30,000,000 existed back then as well. I personally find it interesting to have a mysterious edge to the world, where physics begin to fall apart and reality breaks. By the way, no ores exist because chunks past 30,000,000 aren't populated - this also makes ocean floors pure dirt, and means no plant life exists except grass blocks - I feel that adds to the eeriness. While you're out there, check out the weather :p --WolfieMario 11:16, 31 July 2012 (UTC)
[X] I wave found a desert temple in a jungle biome. Unable to determine the cause. S X:148.93432 Y:74.000 Z:1797.34786
[A!] Villager trading is still very much imbalanced. Non-farmables are undervalued, e.g. 4-5 diamond must be sold for a single emerald. Meanwhile, farmable items are overvalued, e.g. 19-29 paper for an emerald. With a sufficiently large sugarcane farm, I have been able to earn around 7.44 stacks of emerald in an hour, and while this is not in and of itself bad, these emeralds can be spent of many diamond items. The net result is a far bigger earning from farming than the most efficient mining practices, even with Fortune III. In fact, just one harvesting of the farm nets a player several doublechests of diamond items, which is very overpowered. In addition, many prices are nonsensical, e.g. iron and gold are considered equal in value, and mundane items such as compasses are considered more valuable than diamond tools. Server administrators are considering disabling trading and villagers on their servers because of the current imbalance, so this is a major annoyance. --WolfieMario 21:27, 30 July 2012 (UTC)
- To reduce page clutter, thislong discussion moved to Talk:Villager Trading Discussion II Will collect the other pertinent links (that I know of) there. --Simons Mith[18.104.22.168] 21:07, 30 July 2012 (UTC)
- As a note to Mojang employees (Sorry, I'm just worried this'll get glossed over): the discussion contains various suggestions to help fix this issue. My own suggested fix is aimed at being fast enough to implement within a reasonable time frame before or after the release of 1.3 (basically just a switch from Jeb's original offer prices to player-created prices, without the addition or removal of any offers). --WolfieMario 21:27, 30 July 2012 (UTC)
[A!] Mobs spawn on non-natural occurring blocks Djerun 12:47, 23 July 2012 (UTC)
- See discussion talk:Known_bugs/Version_12w27a#Mobs spawning on 'non-natural' blocks --22.214.171.124 12:52, 23 July 2012 (UTC)
[A!] Mobs behave in a strange way:
- Zombies do not try to attack you after they were hit once.
- Pigs, chicken and cows do not try to escape when they are set on fire or jump into fire.
- This looks more like a (major) bug to me.
[A] When running the Minecraft_server.exe, despite that the spawn area (16x16x256) is protected you can still place laying logs, but not "standing" vertical logs. Very annoying because after placement they can't be removed. --Fjutte 03:14 2012-07-31 (CET)
[X] Doors don't make any sound when placed.
- Re-worded for clarity. E-102 Gamma 22:06, 30 July 2012 (UTC)
[X] When opening the inventory when it has a trapdoor in it and in the hotbar too, the image of the trapdoor in both spaces is kind of buggy. (Only tested in Creative mode) Jones Martins 18:42 30 July 2012
[X] When you jump on gravel it makes the sound of stone or no sound. Petros Gramma 13:45 1 August 2012
[A!] I'm not sure if this is intended or not, so I put it as a major annoyance. Dispensers don't not properly reclaim the water/lava after it has been dispensed. Adding current to the dispenser makes the fluid be dispensed, but when the current is taken away the fluid stays there. You need to add current to the dispenser again for the fluid to be reclaimed. Buttons are actually the only way to reclaim the fluid without switching it on again. Tested in the 1.3.1pre with all types of redstone blocks (levers, pressureplates, wire, repeaters,torches) Cynival 04:17, 31 July 2012 (UTC)
- I would imagine this is intended; try integrating a basic pulse limitter into your circuits; several streamlined pulse limitters can be found in the redstone section of this wiki, and video tutorials may be found all over youtube. Darke 08:34, 31 July 2012 (UTC)
[A] Mushroom blocks can't be harvested or placed properly, reverting to damage/data value 0, a block which appears to use the mushroom pore texture on all six sides. This makes it impossible to use the red, brown, and white mushroom block textures in creations without using pistons to push blocks around. It is also inconsistent with the expected behavior of silk touch: if silk touch is capable of harvesting a block, it should not transform it upon harvesting. Transforming a block upon its placement (which happens when placing mushroom blocks of any damage value, obtained through cheats available in vanilla) is also completely illogical and a roadblock to making things from the mushroom blocks. Perhaps mushroom blocks could be made properly harvestable as "Red/Brown Mushroom Top", "Red/Brown Mushroom Edge", "Red/Brown Mushroom Corner", and "Red/Brown Mushroom Stem", where the edge and corner blocks would be placed in a directional manner similar to pumpkins (upside-down mushroom blocks would not be available, as this would require splitting the current two mushroom block data values into multiple). --WolfieMario 13:44, 12 July 2012 (UTC)
- I like fix you suggested. Totally support. 126.96.36.199 13:38, 18 July 2012 (UTC)
- This is intended behavior, and has been clarified by Mogang. -- Debugman18
- Dinnerbone said it's not a bug, but said we can put it under annoyances. Intended or not, it is annoying. --WolfieMario 20:23, 31 July 2012 (UTC)
- I think a better implementation would be to have the blocks respond somewhat as grass blocks, growing the appropriate skin if exposed to an air block on that side. -- Featherwinglove 12:37, 27 July 2012 (UTC)
- Good idea. --Steve G. Wood 19:06, 28 July 2012 (UTC)
- Wouldn't that make all faces of a mushroom block that aren't touching another block use the "outside" texture? I would think that would cause problems with huge red mushrooms. E-102 Gamma 22:06, 30 July 2012 (UTC)
- Maybe use an algorithm similar to the one the villagers use to determine a valid door? If it's a top exposed to air, it gets a texture. If it's a side exposed to air, and there are no more mushroom blocks within, say, 2 meters, it gets a texture. Stems are a separate block so they won't be affected by this and will just get the non-top texture. --5thHorseman 22:21, 30 July 2012 (UTC)
[X] Potions may last shorter than specified on the label in the inventory. Tested with 7 potion effects (as in this screenshot), the Slowness potion went off when there was 8 seconds left, happened to other potions as well. Bilde2910 14:59, 30 July 2012 (UTC)
[X] Chest lag is perhaps the best short description I can come up with; occasionally when I put items in a chest or remove them or even just rearrange them in the chest the interaction with the chest will reset itself after 3-10 seconds or so; the items I thought I got out of the chest or got out of my inventory will be back where they were before. This can happen with shift-clicking or without it and I've not been able to notice a pattern to this. (Running on 32 bit Java on Vista 32; seen both on SSP and SMP on local machine server) Oodleook 20:06, 30 July 2012 (UTC)
[X] Maps often display the cursor facing in the wrong direction, and occasionally when traveling off of one edge of the map, the cursor will appear on the other side of said map. --Pteprocks 03:53, 31 July 2012 (UTC)
[A] When using stacked buckets to pick up liquids, it will result in an extra bucket appearing up in your inventory. However, when you go to use it, it just disappears, which can be very misleading if you do not keep an eye on it. Metroid95 21:58, 31 July 2012 (UTC)
[X] Strange transperant stripes in the water which look to act similar to the dark spot that appear randomly. [Screenshot needed]
[X] When entering The End, the game flickers and a large section of the landscape disappears, this repeats upon exiting and reentering the end but a different section disappears each time. You cannot fall through these gaps and water and lava won't flow into them either it just stops at the edge.
[X] I loaded a superflat world, and i saw a big slime jumping, falling though a block each jump.
[X] after not interacting with a cat or dog that is sitting (across several sessions), they refuse to react to a right click but still stare at me and do produce hearts when fed, but otherwise do not respond.
[!] Passive and neutral mobs can phase through blocks, as if the had no-clip.This seems to happen more often during lag.(Not tested with hostile mobs) -Minerguy667
[X] (Found while in creative) Killing a zombie while they are breaking down a door, causes the cracking to remain visible in the door. If the player then destroys the door, the cracking floats in midair. Logging out and back in does not remove the cracking, and other players are unable to see it. Zodulus 15:30 1 August 2012
[A] When lava and water meet, no steam particles are produced. -Debugman18
[X] If a player gets applied a large amount of potion effects, the labels in the inventory will overlap as seen in this screenshot. Tested on Single Player, LAN not enabled. Bilde2910 15:00, 30 July 2012 (UTC)
[X] When right clicking an item stack in the brewing stand ingredient slot, the whole stack is picked up instead of just half the item stack. Tested ingredients glowstone dust, gunpowder, fermented spider eyes, and redstone dust. I am assuming this happens with all ingredients. --Bobeflick 02:57, 1 August 2012 (UTC)
[A] There are no /ban or /kick commands on LAN servers, it's annoying if you have a griefer among your friends on your network, as the only way to get him out is to save and quit the world. After you launched again, he might join again and continue causing harm. --Bilde2910 19:18, 30 July 2012 (UTC)
- If you have cheats enabled, yes, you can /ban or /kick. --Debugman18
- Didn't work when I tried it yesterday. --Bilde2910 07:36, 31 July 2012 (UTC)
- Here's video evidence: YouTube video --Bilde2910 09:52, 31 July 2012 (UTC)
- Looked into it, I believe those commands were removed for a couple of reasons: One is because idiots were banning themselves from single player, and two, because you shouldn't have to /ban or /kick on a LAN game. If you do, your friends are absurd, and you are absurd for not telling them to leave if they're griefing your world. –Preceding unsigned comment was added by Debugman18 (talk • contribs) at 21:00, 31 July 2012 (UTC). Please sign your posts with ~~~~
- Two words: Younger siblings. –Preceding unsigned comment was added by 188.8.131.52 (talk) at 02:07, 1 August 2012 (UTC). Please sign your posts with ~~~~
- If they try to ban themselves, why not just put a filter preventing that from happening? Why would griefers leave and not come back if you tell them not to? You never know, maybe you want to play your map with your friend, but then another friend or brother starts griefing your world just because he wanted to check out the map too... --Bilde2910 07:53, 1 August 2012 (UTC)
- If you have cheats enabled, yes, you can /ban or /kick. --Debugman18
[A!] [MP] The /tell command does not work. Attempting it as non-op gives no server output or client output; attempting it as op gives server output "[INFO] jorr issued server command: /tell Player hey" and client output "Unknown command. Try /help for a list of commands" Jorr 03:47, 1 August 2012 (UTC)
[A!] [MP] No commands work as non-op. Not even /help. /seed will give the server output "[INFO] jorr issued server command: /seed" and client output "You do not have permission to use this command" but that is the only command that gives any response. I believe the desirable behavior is to have all commands (including nonexistent commands, e.g. /home) should log to the server with "[INFO] <player> tried server command: /command [args]" and some sort of helpful client message. Jorr 03:47, 1 August 2012 (UTC)